Barry’s Countryside Bonanza Tournment

Tournament report

Hey guys. Been practicing hard for Welsh, and haven’t had a lot of time to post. Have locked in butcher 3 and strakhov 2 and decided to give it a test run at a local touratournament. Lists below
Khador Army – 75 / 75 points
[Theme] Winter Guard Kommand
(Butcher 3) Kommander Zoktavir, The Butcher Unleashed [+22]
– Devastator [14]
– Juggernaut [12]
– Kodiak [13]
– Kodiak [13]
– Ruin [17]
Kovnik Jozef Grigorovich [4]
Widowmaker Marksman [4]
Winter Guard Infantry (max) [10]
– Winter Guard Infantry Officer & Standard [4]
– Winter Guard Rocketeer (3) [6]
Winter Guard Mortar Crew [0(5)]
and
Khador Army – 75 / 75 points
[Theme] Legion of Steel
(Strakhov 2) Assault Kommander Strakhov [+22]
– Devastator [14]
– Torch [18]
Iron Fang Kovnik [0(4)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]
Tournament Round 1:
Was paired up against a mr daker, running skorne. He had makedmakeda 2 with double ferox and hexeris 2 in theme. I looked at them and decided that butcher would be slightly better due to being better at putting out a sudden burst of attacks and being able to actually survive the kitties. His list below.
Skorne Army – 75 / 75 points
(Makeda 2) Supreme Archdomina Makeda [+27]
– Basilisk Krea [7]
– Cyclops Shaman [8]
– Molik Karn [19]
Mortitheurge Willbreaker [4]
Mortitheurge Willbreaker [4]
Orin Midwinter, Rogue Inquisitor [5]
Swamp Gobber Chef [1]
Tyrant Rhadeim [9]
Paingiver Beast Handlers (min) [5]
Praetorian Ferox (max) [20]
Praetorian Ferox (max) [20]

Scenario was the pit.
Deployment:
I lost the roll and got second . The key here is to tempt him into committing early and to get as many cats as possible in 1 go to overload the stay death. I deploy centrally with the mortar and sniper to the right and the infantry to the left. He deploys everything in the centre.
Round 1:
He advances cautiously, not putting out any fury. He arrays his forces around the building.
The kodiaks advance move and trample forward, getting the cloud wall forward. Everything runs forward. The mortar lobs a shot which kills a beast handler and damages a kitty. Winter guard array themselves on the left flank. Devastator runs up the right flank.
Round 2.
He decides to continue being cagey and shuffles everything round, keeping out of easy engagement range and under krea aura and in command of makeda. He puts makeda on the flag.
My turn and I decide that butcher needs to go score as well. And that I should try and contest. The winterguard advance up and take shots at kitties, flubbing some attack rolls. Mortar shoots and deviates, killing another beast handler (he doesn’t stay death cuz he’s afraid I’ll commit to the kitties). The Kodiaks cloud wall and advance forward to try and tempt him into my lines. Butcher uses energiser and walks to the flag. The devastator, with a combination of run and energiser manages, taking 2 free-strikes to contest the flag. The sniper kills a kitty, which gets kept alive. I score.
Round 3
He commits the left hand kitties to killing winter guard and contests. The other side comes forward and kills the mortar, with rhadeim killing the sniper. Molik charges along the back line and takes down the devastator (should have kept him back a bit). Makeda scores and we go to 1 all.
My turn and it’s time to commit. Butcher allocates to the Kodiaks and upkeeps silence of death. The Kodiaks go first and start burning through stay deaths. leaving makeda on 2 fury. The juggernaut burns through those and it’s now butcher time. He goes and with energiser and a charge, gets into the right hand kitties, kills three and the dogs kill another. When the dust settles, 1 cat and rhadeim from the right hand have stayed alive, 2 on the left and ruin has killed a cat and orin, and is sitting on 2 souls. I run the winterguard and manage to contest the flag.
Round 4
My opponent decides to go all in and try to kill butcher (who feated, is bubble wrapped by winterguard and dogs, and is camping 3). He knocks butcher down with Makedas nuke, puts rhadeim and 2 cats into butcher and leaves him on 11 boxes. He runs his beasts up to block off makeda, who is camping 2.
My turn and without feat I’m not confident I can kill makeda. So Butcher kills rhadeim and the kitty engaging him, and walks away. Ruin runs backwards to get within cancelling range. Between a Kodiak and the juggernaut, I bbeat up molik karn then fomr a wall between them and makeda. The other Kodiak kills the krea, and I score the zone, going to 2.
Round 5
My opponent decides he has no hope of winning and starts playing for points. He moves makeda to the flag and molik kills the juggernaut.
My round and ruin charges Molik, finishing him off with the charge attack, I kill the Willbreaker contesting and contest his flag, going to 4.
Round 6
He attempts to beat up the Kodiak with makeda, but fails and I score om his turn and win.
After thoughts:
This was an interesting game. It’s hard to put enough quality attacks into the cats through tough and stay death, but the fact that all my jacks stayed around made it a lot easier. Onto round 2!
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Caster Analysis: Strakhov

So I’ll be posting a battle report later in the week. In the meantime I thought I’d start what I hope will be a series of articles going in depth on various models in the Khador faction. Since Warcasters are the most important pieces, I thought I’d start with those.

I’ll be trying to standardise the format of my articles and to keep pumping them out regularly, but will be talking about whichever caster I am interested in at the time.

So with that intro out of the way, lets leap into my current favourite: Kommander Oleg Strakhov or Strakhov 1 to his friends. Stats below:

Focus 6, Speed 6, Mat 7, Rat 6, Def 15, Arm 16, Cmd 9

Immunity to Corrosion and Fire, Pathfinder

2 ranged weapon, 1 range 6, pow 14, AOE 3, fire type and leaves a cloud; 1 Range 10, Pow 12, ROF d3

1 Melee Weapon, Rng 0.5, P+S 13 with Brutal Charge

Abilities: Alchemical Mask; Resourceful; Sprint; Veteran Leader [Assault Kommandos]

Spells: Battering Ram; Occultation; Overrun; Sentry; Superiority

Feat: +4 Speed, Free and Pathfinder on charges targeting enemy models in Strakhovs Control Area

My Thoughts:

I have played a ton of Strakhov in mk 3. He is a very different caster to play in Khador, feeling more like a circle caster than a Khador one. His lists tend to focus on speed, whither accelerating slow models or making faster models ridiculous. He provides a constant assassination threat, as he can fling a jack 19 inchs up the board (threating 20/21 depending on weapon range). While you’ll catch newer players with turn 2 kills, the better players will recognise this threat and play accordingly.  In turn, this forces some very defensive plays and can be taken advantage of for what I feel is Strakhov’s main battle plan: Board Control.

The speed and defensive tech that Strakhov brings lends itself to taking the board and controlling your opponent through threat ranges. Most Khador lists do not Alpha (except from range) and thus our jacks and infantry are generally built around durability and power. Taking the initial attack and then punching back hard is pretty central to Khadoran list identity. Strakhovs biggest strength then is leveraging these innate traits of Khadoran models and giving them the Alpha strike. Additionally, he allows his Jacks to sudo sprint using overrun, with a Jack charging, killing a target then backing up out of threat.

The price for all this is that Strakhov is very much a mid line caster, He absolutely must play forward, as his feat and spells require it of him. Additionally, he is very focus strapped, usually camping little to nothing turn to turn as he generally wants to be allocatin, casting overrun, toggling upkeeps, etc. And finally, he has no damage fixers at all (other than handing out a free charge).

Despite this, he remains, n my opinion, one of thhe strongest casters in our stable. To mitigate his weaknesses, he is very survivable, with an option for stealth helping him against most gunlines, a high natural stat line (15/16 is good, just ask Vlad 1), in built movement tricks (move him forward, feat, overrun a jack, it kills something and Strakhov overruns back for an example) and his immunities to fire and corrosion protecting him fr the likes of Ravagores and Menoth shooting. This defensive tech also mitigates his lack of turn to turn camp. Finally, Khador jacks are innately high POW and Khador has a wealth of options for cracking armor. Having claimed all that, lets look at a list:

Khador Army – 75 / 75 points

(Strakhov 1) Kommander Oleg Strakhov [+28]
– Behemoth [25]
– Ruin [17]
– Torch [18]
Uhlan Kovnik Markov [7]
Assault Kommandos (min) [10]
– Assault Kommando Flame Thrower (3) [6]
Iron Fang Uhlans (max) [20]

So first, and most obvious at the moment, it’s not in theme. The reason for this is actually the jack package, so lets start there. It’s an expensive jack package, 60 points for 3 jacks is bonkers money in Khador. The reason for such is that Strakhov runs a good battlegroup, but probably can only really support 3-4 jacks at most. Behemoth is there because he has good guns that can easily trigger overrun and with 3 focus and a free charge he’ll kill most hard targets in the game, especially with the help of the second Jack. Ruin is criminally under-costed in my opinion, and brings several things that Strakhov needs, namely upkeep removal; focus efficiency and 2 inch reach. These things mean that the duo of Ruin and Behemoth will kill pretty much anything in the game, solving Strakhov’s armour cracking problem. Torch is a slightly more varied piece. He is perfectly capable of dealing with lights and infantry, is a surprisingly good assassin, and has a-lot of situational abilities, the funniest of which is sprint. He helps in the cloud wall match up, is immune to most legion and menoth shooting, and can, combined with overrun, end up further back after killing something than he began the turn.

Infantry-wise, the Cavalry are there for 3 reasons. They crack armour, they are natively fast and they have a good stat line that is helped by occultation massively. Putting up occultation on them turn 1 and then running up the board as far as possible means that they are threatening turn 2 charges, making life difficult for many lists, and giving the rest of the list vital room to take control of the board and scenario. Markov is a great piece in addition, giving an additional lance to put into things and being a good way of clearing your Uhlans from jamming units.

The Assault Kommandos are a late edition change, originally being a Drakhun and Widowmakers before the errata that upped Behemoths cost by a point. After much testing, I decided the list needed some infantry clearing capability to free up charge lanes. Between the healing denial, sprays, assault and being rat and mat 7 while within 9 of Strakhov, the Assault Kommandos perform this role well. Additionally, the shield wall, immunities and decent range on their guns, combine to keep them fairly safe from most infantry clearing in the early game.

So overall, this list capitalises on Strakhovs strengths and tries to minimize his weaknesses, being an incredibly fast list that controls the board through sheer threat range. The list is also very fragile, having very little in the way of disposable models. It lives and dies on the edge of threat ranges, with Ruin and Torch charging and overrun back to take enemy pieces without trading, attempting to force a situation where when the list finally commits, after taking pieces and threatening opponents into defensive play, the opponent is unable to retaliate effectively.

Overall then, I am strongly of the opinion that Strakhov is one of the strongest casters in Khador, competing well with the likes of Vlad 1, Butcher 3 and Irusk 2 for the top spot. The combination of threat ranges, survivability and maneuverability give Khador something they did not have in Mk 3, a control caster, albeit one who controls the opponent through threat ranges and movement tricks, rather than through spells or feats.

Battle Report: Strakhov 2 vs Axis

So on Friday I took a jaunt down to Walsall to face the Warlords of Walsall. I ended up playing their very own Andrew Adams who was playing the enigmatic Convergence of Cyriss. This game was actually recorded and is available to watch on their Youtube channel (link)(commentary link).

I went down with the intention of testing out the pairing of Strakhov 2 and Butcher 3. I am still not convinced that Strakhov is the right drop into COC, what with TEPs mulching pikemen, but needing to see if there was a game to be had, I was resolved to play Strakhov regardless. He ended up dropping Axis and off we went. Lists below:

[Theme] Legion of Steel

(Strakhov 2) Assault Kommander Strakhov [+22]
– Devastator [14]
– Torch [18]
Iron Fang Kovnik [0(4)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

vs
[Theme] Destruction Initiative

(Axis 1) Axis, the Harmonic Enforcer [+30]
– Cipher [16]
– Diffuser [6]
– Diffuser [6]
– Galvanizer [5]
– Inverter [15]
– Inverter [15]
Accretion Servitors [0(2)]
Attunement Servitors [0(4)]
Reflex Servitors [0(4)]
Reflex Servitors [0(4)]
Reflex Servitors [0(4)]
Optifex Directive [4]
Transfinite Emergence Projector [19]
Transfinite Emergence Projector [19]

Deployment:

Scenario was incursion. I won the roll and elected to go first. He has 2 TEP’s and they out threat my pikemen, even with quicken. To this end, deployment is pretty symmetrical, with pikemen in the centre, left and right flanks. Strakhov and the jacks go off centre, with Strakhov behind a pond that is just outside the deployment zone. Solo’s and the Great Bears go in the back line.

My opponent deploys his TEPs on either flank, with battle-group central. The reflex servitors deploy in a long line as far up as possible. The central unit of pikemen advance move up.

Turn 1:

First turn is pretty simple. Strakhov puts out Inviolable Resolve on the centre unit, quicken on the right flank pikemen, before advancing forward and repositioning up the board. The all the pikemen run as far forward as they can, ending outside of advance and charge range of the TEP’s if they don’t get feat. The great bears and solos run up to be within counter charge of the front line of the central Pike-men, as they are in charge range of several Reflex Servitors. The jacks run up.

My opponent runs everything forward, putting a razor wall in front of the central unit of Pikemen, and leaving 2 on the Corollary, moving the TEPs up to just outside charge range. All the reflex servitors run to block the Pike-men.

Turn 2:

He’s left a couple of lights in charge range of some of the central pikemen, so the initial plan is to possibly kill one, after I clear out the blocking servitors. I have a couple ways of doing this as they ran and didn’t dig in. Strakhov allocates nothing and upkeeps both spells. Torch starts things off and aims, shooting at 1 of the 3 central servitors, he hits the 5  and it’s shield guarded to another, hits the second shot and boosts the blast damage, hoping to take out the remaining 2. He fails to break armor on blast damage. Strakhov and the unit roll up to shoot it down and it counter charges….. and ends up ending within 6 inches of 2 of the great bears. Who counter charge his counter charge, before they activate…. (#livingthedream). This prompts some re thinking, as now 2 of the great bears can get in on the Corollary. Strakhov puts last stand on them, drops a cloud wall, feats and repositions back out of advance and spray range of the TEP on my right. The Kovnik goes and clears out the last Reflex Servitor jamming me up and the central Pikemen get their charge order. 1 runs to engage Axis and 2 heavies, and the rest charge/run, with 3 getting onto a light jack (they all look the same) and killing it, then minifeating and jamming forward. The great bears get their moment, melting the corollary and doing about half off of one of the heavies. Everything else runs forward, positioning to contest.

My opponent is kinda bamboozled by the counter charge play, but resolves to carry on regardless. He contemplates trying to use feat, bulldoze and razorwall to murder the central pikemen, but Inviolable Resolve sinks that plan (did not see that coming either, luck wins again). He shuffles the battlegroup and Axis, feats catching as much as possible. The right TEP moves up and sprays the Devastator missing the first spray with a 4 on 3 dice, and doing 5 damage with the second. The left hand TEP gets some help from flare bots and sprays down some of the pikemen on the left flank, dropping a servitor on the flag to score 1. One of his light comes forward and murders the remaining great bear.

Turn 3:

My turn 3 and the plan for the turn is clear. Kill the left hand TEP, kill the light that came forward and score at least 2, as the light is the only thing contesting the centre flag. The Devastator goes first, running his mighty 4 inches to the flag. Torch moves forward. Strakhov moves across and puts last stand on the left hand pikemen and repositions to be central. The left hand pikemen charge the TEP and after 3 2 man CMAs, the TEP is dead and so are 3 pikemen. The quickened pikemen charge 11 inches and kill the contesting servitors and the light in the centre, before minifeating back into shield wall. The Kovnik runs onto the flag and everything else shuffles.

His turn 3 and he’s pretty sure he’s lost. So he commits to murdering as much as possible and charges everything in. When the dust clears Axis is in the centre of the board with no focus, he has killed a bunch of Pikemen, but is in charge range of Torch. He concedes, but agrees to let me kill Axis

Turn 4:

For the lulz, I  put last stand on Torch, who charges and with an extra dice on all his attacks puts Axis into the dirt with his initials.

Post game thoughts:

This was actually not the terrible matchup that I thought it was. The TEP do outhreat, but going first let me position well, in such a way that he could get the first row, but be in threat range of the second row. This was only the second time I’ve played Strakhov 2 , but I think my initial hunch was correct. The spells that he has coupled with the feat, lend themselves well to supporting Iron Fang Pikemen. Between Quicken and Inviolable and feat to get across the board, and Last Stand to just murder whatever they touch. I have some reservations about the list. It has zero ways of dealing with incorporeal for 1, no upkeep removal for another, but as a pair with something that can deal with those things, It could be a tournament winning list. It should go very well into battlegroup heavy lists (Harkevich, Doomy 2, etc) and Strakhov himslf has a ton of innate defensive tech. More practice required and up coming.

Birmingham Round 3: Butcher 3 vs Damiano

Round 3 and I’m paired against Richard Stone, a Merc player that I have faced at these steamrollers before. He’s running Magnus 2 with a bunch of warjacks and a dude spam with Damiano in Kingmakers Theme. Looking at his list I decide that Butcher is the proper drop. Strakhov can probably deal with that many dudes, and out threats Magnus, but neither list can really deal with as much armour as Butcher is bringing and still have enough left for Butcher himself. So I drop Butcher, he drops Damiano and off we go. List as follows:
Mercenary Army – 75 / 75 points
[Theme] The Kingmaker’s Army
(Damiano 1) Captain Damiano [+28]
– Nomad [11]
– Nomad [11]
– Rocinante [18]
Kell Bailoch [0(5)]
Orin Midwinter, Rogue Inquisitor [5]
Stannis Brocker [0(7)]
Greygore Boomhowler & Co. (min) [11]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]
Steelhead Riflemen (min) [8]
Trencher Infantry (min) [10]
– Trencher Infantry Officer & Sniper [5]
– Trencher Infantry Rifle Grenadier (1) [2]
Scenario was Take and Hold.
Deployment:
I win the roll and go second, as he has more guns than me, so I want to shoot first. He deploys Halberdiers on either flank, Trenchers, Riflemen in the centre and Damiano and the Battlegroup near his flag.
I deploy butcher by my flag and his battlegroup to the left of him. The Winterguard go to his right and the Widowmakers get the left flank opposite some Halberdiers.
Turn 1:
He puts Death March out on the Halberdiers opposite my snipers, and Sure-Foot on the Trenchers. Everything runs forward, Trenchers get cautious advance.
My turn 2, the Widowmakers are in range of 4 Halberdiers without moving, so kill those 4, as Widowmaker gun range is the same as vengeance halberdiers charge range. Jacks run up in a flying V formation (unintentional, but still cool looking). The Winterguard attempt to drift some AOEs onto Kell, but fail to break armour on anything because POW 6 is bad. Butcher puts Silence on himself, and energises the battlegroup forward.
Turn 2:
My opponent ambushes the Boomhowlers on and they kill Joe, because I forgot about them. He puts some plink damage on a couple jacks (about 8 on Ruin and some on a Kodiak, nothing crippled), runs to jam the Widowmakers. Kell murders 2 Winterguard. Crucially, Rocinante misses the 4 to hit the Juggernaut and, hilariously, drifts onto an Argus, doing exactly 1 box. Vengeance baby!
My turn 2, Butcher moves toward the right flank with his vengeance move, and allocates 1 to a Kodiak, up-keeping Silence. Ruin goes first and charges a Trencher, killing, taking sure-foot down and giving himself a soul. The right hand Kodiak goes to get out of Butchers way and tramples over some trenchers, dropping steam and killing a couple of them. Butcher then goes and charges into a clump of Halberdiers, Impeding doom gets cast and pulls in around 9 infantry, including Kell. They all die and Butcher feats, cast energiser and positions towards my flag. The devastator eats a free strike that does no damage, as does the juggernaut. The Devastator goes next and moves to be outside of 3 of the widowmakers, but in on 5 Halberdiers jamming them up. He kerplodes and takes them all out, also contesting the flag while he’s at it. The other kodaik mimics the first 1, killing 3 trenchers, while the CA lives. The Juggernaut positions out of charge range from the Nomads. The Winterguard split up and half shoot down Boomhowler and some grunts, while the rest flail ineffectually at Halberdiers (defence 13 is hard when you’re rat 5). 1 Widowmaker eats a free strike and dies, the others aim and gun down the rest of the left flank Halberdiers.
Turn 3:
My opponents tops up the 2 Nomads and feats, at the end of it, he hasn’t quite managed to kill either of my jacks, leaving them on about 2-3 boxes. The infantry flail at my other Kodiak and shoot some stuff. Stanner charges the right and Kodiak and fluffs his damage roll and the Boomhowlers gun down some Winterguard.
My turn 3 is mop up mainly, kill some more infantry, Butcher and his dogs kill Stannis and some Halberdiers, Ruin gets Silence and charges 1 of the Nomads, killing it. Everything else shuffles and Butcher scores the flag. 1-0
Turn 4:
My opponent is pretty sure the game is over, but keeps playing for VPs. He mops up the injured jacks, and generally puts out some shots. Fails to contest so I go to 2
I mop up some infantry, put some damage on Jacks, and score again, going to 3.
Turn 5
My opponent pretty much concedes that I’ve won and that he’s not likely to kill anything else, so ends his turn and lets me go to 5.
Victory for the motherland!
Afterthoughts:
A really good match up for Butcher, made better by a chance scatter. The vengeance let me alpha somewhat with Butcher, which led to that flank collapsing. Without the infantry he needed, his feat was kind of lack lustre and didn’t get enough, so armour carried the day in the end. Only real mistake I could see was letting Joe die, but it didn’t really affect much in the end.
This was the last round, and I ended up coming 3rd overall and winning a cool bandana.
Cheers to James Brown for running the tournament, and all my opponents for being good sports.

Birmingham Tournament Bat Rep: Round 2, Strakhov 1 vs Grissel 2

Round 2 of the tournament and I am paired up with the inestimable James White, a Trollbloods player from the Warlords of Walsall. He’s playing Grissel 2 and Doomshaper 3. Both of these have some issues for  butcher, whether anti pull or anti spell, whilst Strakhov has some tech for either. So Strakhov goes down and ends up against Grissel. This is probably the best matchup, due to assault kommandos negating cookies feat. His list as follows:

Trollbloods Army – 74 / 75 points
[Theme] The Power of Dhunia

(Grissel 2) Grissel Bloodsong, Marshal of the Kriels [+27]
– Dire Troll Bomber [19]
– Mountain King [36]
– Storm Troll [9]
– Swamp Troll [8]
– Troll Axer [10]
Janissa Stonetide [0]
Northkin Shaman [0]
Northkin Shaman [0]
Troll Whelps [4]
Dhunian Knot [6]
Krielstone Bearer & Stone Scribes (min) [6]
– Stone Scribe Elder [3]

Objective: Armoury
Scenario is extraction
Deployment:
I win the roll off and go first (to no one s surprise)/he picks the side of the table that is more open , leaving me a big building right behind my objective. I deploy the Uhlans behind a forest on my right, the battle group to their left with Torch and the AKs on my left flank.
He deploys the mountain king opposed to the car, the lights on the opposite flank and Grissel and the bomber centrally along with support staff.
Turn 1:
Standard opening. Cav gets Occultation, ruin gets superiority, but behemoth gets sentry and everything runs s forward.
James measures out some threat ranges and decides to try and neuter the cav for a turn. The mountain king gets puppet strings and assaults the cav unit leader, hoping to not kill with the shout. He fails to hit the boosted 7 and rerolls, again missing. Sad times. Out of desperation, he then runs the axed to try and keep ruin off of the mountain king, reasoning the gargantuan can prolly take a round of charges from cav, but not a heavy jack as well..the bomber attempts to scatter some shots.onto the kommandos, but fails and Grissel tops up the stone and runs.
Turn 2:
I would really like to take the mountain king, but don’t think that’s possible. So strakhov allocates 1 to behemoth and upkeeps occultation, all the rest being free (thank you resourceful). Behemoth goes first and puts some shots into the axed, doing about 7 after all is said and done. The cav declare run/charge and 3 go into the axer , killing it. The others durdle in the forest. Everything else shuffles and the AKs shield wall half the unit forward.
James is kinda miffed rush is off the table, but gets to the work of murdering g AKs, which he dies well. Leaving 2 alive. Everything else remains cagey and the mountain king kills the 2 cav in his face and manages this previous turns plan of deafening the leader. At the end of the turn the  bomber and the lights are firmly on my right flank. Grissel feats
Turn 3:
Behemoth gets 1 and I don’t upkeep occultation. The surviving AKs walk up and fail to spray anything important. The cav unit back off to score the flag l. Behemoth fluffs some shots o. The objective, doing 5 with 2 shots at dice off 6 on 3 dice (le sigh) and then gets occultation to protect him from shots. Torch backs out of shot range fro. Everything else repositions.
James decides he needs to start scoring too and clears the rest of the AKs, sprays down the cav model in the flag, and puts the storm troll to score.
Turn 4:
Time to actually kill something. Torch gets 2 and Strakhov moves up to cast superiority on him. Torch charges, does a big hit with the chain saw…… And gets pushed back an inch due to repulsor field… Well crap, didn’t know they had that. Its not the end of the world, cuz at least he’s contesting, but still annoying. Also means torch is lost now. Ah well. Behemoth continues to be ineffective against the objective, leaving it on 1, and I debate moving Strakhov up to finish it and then overrun back, but risking the game on a boasted 8 seems bad. Everything g else shuffles, and Markov scores the flag.
James is a bit giddy about his gotcha moment and completely fluffs his order of activation. He ends up putting the Storm troll into Torch without Rage or the Stone buff, and blocks his charge lane for the Bomber. He takes a knockdown shot with Grissel, hits, but Superiority denies knockdown. He starts taking more shots with Grissel and the bomber, and when the dust settles Torch is on 5 boxes (The whole of column 6). The Mountain king moves up a bit and shoots Markov down. If I’d been a bit cannier I would have put Markov on the far side of the flag to me to see if I could bait him into moving to max spray distance, but I don’t and the Mountain king is in charge distance for the opposite side of the flag. He also makes a very good play and uses his Northkin Shamans to drop a cloud bunker in front of his objective.
Turn 5:
Strakhov allocates 1 to Behemoth and camps the rest. I wrestle with the decision to throw Ruin away to score another point. If I kill the objective too I go to 4 and see if I can score another. I ultimately decide to just get what I can and hold off. Torch, despite being horribly wounded, manages to finish off the Storm troll with Saw and his wounded Punching Spike. Behemoth kills Janissa and does some blast damage to a Shaman, the others reposition a bit.
His turn he finishes off Torch with the Bomber, puts the Swamp troll in a central position and jiggles about a bit. Score goes to 2-2
Turn 6:
I’ve got 3 potential plans this turn. Plan 1 is to put everything into the Mountain king and murder it to death. Between Superiority and feat I can get both my Jacks fully loaded,  and the Cav on it, it dies and that flank is mine. That means letting my opponent score on my turn, but depending on dice I might be able to put 1 of the Cav to contest. Plan 2 is to horribly murder the Bomber with feat and Behemoth, while keeping everything else cagey. Probably the best plan in hindsight, for reasons that will become apparent. Plan 3 involves going for the win, with Behemoth killing the bomber, then standing on the flag, Strakhov killing the Objective through the cloud wall and ruin scoring the other flag. What me (and my opponent who is sure I win this round) forget is whelps. So of course I engage plan 3, the worst of possible options. Everything goes swimmingly, with Strakhov killing the Objective, overrunning behemoth, feating and Behemoth landing his first swing on the Bomber…. who then sheds a whelp, contesting the flag. Behemoth finishes the bomber, and the rest of the army (all 3 models, race to try and cover the defenceless Strakhov. The cav charge a shaman and the Mountain king, and reposition to block it from spray range. Ruin charges the swamp troll and in a show of force, brutally murders it with a charge attack, second initial and 1 bought attack.
My opponent carefully plots out grissels movement, gets her within 8, knocks Strakhov down and shouts him to death. Victory to Trollbloods.
Post game thoughts:
Apart from a dumb error on the last turn, and the turn I sent Torch in on the Repulsor field Storm troll (like an Idiot), I feel I played this game well. Need to remember my opponents tricksy Troll ways though. My opponent also played a great game (again apart from 1 turn and giving the Axer away), never giving me any easy overrun targets, keeping his stuff just out of easy charge range, etc. Was a really great game.
Onto Round 3!

Tournament Battle Rep: Butcher3 Vs Maddox

So this Sunday gone I travelled down to Birmingham for a Steamroller being run by the illustrious James Brown. There were 12 of us overall, with 8 being from my own club (powerfist gaming). I brought the 2 list pairing which I’m thinking of taking to the Welsh Masters, which are as follows:

Khador Army – 75 / 75 points
[Theme] Winter Guard Kommand

(Butcher 3) Kommander Zoktavir, The Butcher Unleashed [+22]
– War Argus
– Devastator [14]
– Juggernaut [12]
– Kodiak [13]
– Kodiak [13]
– Ruin [17]
Kovnik Jozef Grigorovich [4]
Widowmaker Scouts [8]
Winter Guard Infantry (max) [10]
– Winter Guard Infantry Officer & Standard [0]
– Winter Guard Rocketeer (3) [6]

and

Khador Army – 75 / 75 points

(Strakhov 1) Kommander Oleg Strakhov [+28]
– Behemoth [25]
– Ruin [17]
– Torch [18]
Uhlan Kovnik Markov [7]
Assault Kommandos (min) [10]
– Assault Kommando Flame Thrower (3) [6]
Iron Fang Uhlans (max) [20]

So naturally first round I got paired with my club mate Jonathon ‘Barry’ Williams, who had Haley 2 and Maddox. We had played this match-up the previous Monday with Butcher3 dropping into Maddox. We picked list and, of course, I ended up dropping Butcher 3 into Maddox, big surprise.  His list was:

Cygnar Army – 75 / 75 points
[Theme] Storm Division

(Maddox 1) Major Beth Maddox [+30]
– Defender [16]
– Stormclad [18]
– Stormclad [18]
– Squire [0]
Captain Arlan Strangewayes [0]
Journeyman Warcaster [4]
– Firefly [8]
Storm Lances (max) [20]
Stormblade Infantry [10]
– Stormblade Infantry Officer & Standard [5]
– Stormblade Infantry Storm Gunner (3) [6]

Predeployment:

Scenario is Recon. I win the roll off and survey the table. One side of the table has this huge 8 inch building about 9 inches off the table edge, coupled with a big forest to the right of it, so lacking any clear motivation to go first (Neither of us is a gunline or particularly fast), I go second and gleefully stick him with the awful building.

My opponent deploys all his infantry and the Firefly on my right flank, away from trees and awful buildings, 1 stormclad next to it and the rest of his force in the gap between building and forest.

I counter deploy my shooting on the right flank, and put the battlegroup fairly central, with butcher on the right hand side of the zone. The devastator advance moves towards the right flag.

Turn 1:

My opponent runs everything forward, with 3 stormblades, the 3 gunners, and 2 stormlances in the big trench in the middle of the right flank. The jacks run forward, and Maddox gets out snipe on the Defender and Assail on the right hand storm clad.

My turn, the widowmakers all aim, except for 1, and gun down 1 stormblade and 2 gunners in the trench and 1 behind (rat 9 is really good you guys), the Devastor and right hand Kodiak run forward flailing their hands, yelling “kill me!”. Rest of the force positions forward, and Butcher puts out Silence of Death on himself.

Turn 2:

My opponent decides the Stormblades are going to get chipped away by the widowmakers, and decides to charge them into the Devastator, getting some good rolls and leaving it on 1 box, then mini-feat. The stormlances charge the Kodiak, leaving it on 3 boxes, leaving only cortex uncrippled. The defender tries to shoot Kovnik Joe, but it gets sac pawned to a winterguard who toughs. The firefly attempts to finish the devastator, but doesn’t manage to roll high enough to break armour.

My turn, and I have a load of storm knights in my face….. sounds like it’s Butcher time. No allocation and the Devastator walks out of combat, dying so that butcher has a better landing spot. Ruin charges in first, both to get out of the way and to get arcane shield of the Storm lances. Then it’s show time. Butcher charges a lone Storm Blade, pulls in all the storm blades, 1 lance and the Firefly and brutally murders all of them, he then feats and energises to be out of charge range of the Stormclad. The wounded Kodiak walks into the 2 of the remaining lances and drops his cloud, boosting 1 damage roll and failing to get the 10 to kill, and flat rolls a 10 on 2 dice on the other to kill it. Because of course that’s the way round the dice go. The winterguard advance up and kill the unwounded Storm Lance and put some damage on the Storm Blade UA, while the rockets continue to under perform, either missing or rolling no damage on the Stormclad. The other Kodiak and the Juggernaut just run into the zone.

Turn 3

Barry decides it’s all or nothing and commences operation clear the zone. He allocates 1 each to the storm clads, moves sloan up and feats. The defender gets 1 from arlan and puts some damage on the Juggernaut. The stormclads go to full focus due to accumulator and charge. When the dust settles, both jacks and the objective in the zone are dead, but a Winterguard manages to hang on and contest.

My turn, I mop up the surviving storm knights, and Butcher goes in on the 2 Jacks in the zone, killing 1 and seriously wounding the other, before stopping on a 2 camp. Ruin then uses some of the glut of souls he got the previous turn to charge and finish off the remaining Storm clad. The Winterguard durdle round being infantry and the Widowmakers start trekking up the board to threaten the Journeyman.

Turn 4

Barry decides to allocate nothing and puts Arcane Shield on Maddox before running her to the far flag. The defender walks into the zone and shoots something, Arlan runs into the zone and the squire gets in Butchers face. He scores 1, and the standings are now 2-0 for Cygnar.

Butcher allocates nothing again and walks past the Squire to be within impending doom range of Arlan and the Defender, but not in Maddox’s charge range. He then murders everything in the zone, whilst Ruin charges the objective. Barry jokes that I’ll kill it in 1 hit (which would require rolling a 15 on damage). I poo-poo the idea…. and then roll a 15. The Winter guard and Joe run to contest. I score 3 and the score is no 3-2 to Khador

Turn 5

Maddox kills Joe and some winterguard with spells and her gun. The journeyman contests, going to 3

On my turn Ruin gives himself full focus and, for funsies, throws the journeyman into a wall, scoring me the final 2 points.

Victory for the Motherland

Post game thoughts:

This is a good match-up for this list, as I have the tools necessary to deal with the Stormblades and a lot of armour for him to mulch through. The terrain also was decidedly in my favour, forcing Barry to split his force. At the end of it, I think we both played very well, with no real mistakes. I gave him stuff to kill, which he had to kill, which then set Butcher up to do what Butcher does best. Butcher’s final kill count was 7 Storm Blades, a Storm lance, 1 and a half Stormclads, Arlan, the Defender and the Squire. Which is most of my opponents army. This just goes to show what the game plan is with him: Deliver the Butcher and he will kill everything he gets to. No earth shaking revelation but a solid game.

A Beginning

Hi new readers, I’m a new blogger. I started Warmachine back in 2014 and am aiming for this blog to aid me in improving my play. I’ve been playing Khador pretty much since I started, and may branch out into Grymkin when they are released (hence the name of the site referencing the Old Witch of Khador).